]> git.lizzy.rs Git - dragonblocks_alpha.git/commit
Improve batch rendering: Use multiple OpenGL texture units
authorElias Fleckenstein <eliasfleckenstein@web.de>
Mon, 23 Aug 2021 16:06:57 +0000 (18:06 +0200)
committerElias Fleckenstein <eliasfleckenstein@web.de>
Mon, 23 Aug 2021 16:06:57 +0000 (18:06 +0200)
commitc26c61c4d89e713c584e4808e0559860f5ebe9bc
tree1dc1562b36e36bf6b430c4fcec69eb4642e02fa2
parent8bbd0f449203a06144d35dcf1c173b2e6a81a7a4
Improve batch rendering: Use multiple OpenGL texture units
- Instead of creating a seperate mesh for every texture, each mesh now uses multiple texture bound to different units to reduce the total number of meshes.
- Use OpenGL version to 4.6
- Use OpenGL alpha testing instead of manual discard in fragment shader
17 files changed:
shaders/3d/fragment.glsl
shaders/3d/vertex.glsl
shaders/hud/font/fragment.glsl
shaders/hud/font/vertex.glsl
shaders/hud/image/fragment.glsl
shaders/hud/image/vertex.glsl
src/client/cube.c
src/client/font.c
src/client/game.c
src/client/hud.c
src/client/mesh.c
src/client/mesh.h
src/client/object.c
src/client/object.h
src/client/scene.c
src/client/scene.h
src/client/window.c